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Returning 35 results for 'common wilds rituals'.
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Classes
Player’s Handbook
Adopt Animal Forms to Guard the Wilds
Druids of the Circle of the Moon draw on lunar magic to transform themselves. Their order gathers under the moon to share news and perform rituals.
Changeable
Magic Items
Icewind Dale: Rime of the Frostmaiden
The professor orb owned by Vellynne Harpell and stolen by Nass Lantomir calls itself Professor Skant. It is lawful good, and it has a Wisdom of 11 and a Charisma of 9. It speaks and reads Common
adopts an unintentionally patronizing tone. It has the following four areas of expertise:
The history of Netheril (see the "Fate of Netheril" sidebar)
Vampirism and the traits of vampires
Rituals
Backgrounds
Tomb of Annihilation
, rituals, religious beliefs, languages, and art, you have learned how tribes, empires, and all forms of society in between craft their own destinies and doom. This knowledge came to you not only through
culture—even one in need of aid. (Lawful)
3
Knowledge. By understanding other races and cultures, we learn to understand ourselves. (Any)
4
Power. Common people crave strong
Genasi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
violence from people who mistake them for fiends.
Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground.
Most air and fire
bloodlines of those genasi have spread into other lands. Though far from common, air and fire genasi are more likely to be found in the western regions of Faerûn, along the coast from Calimshan north
Shifter
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
can’t fully change shape, they can temporarily enhance their animalistic features — a state they call shifting. Each shifter walks on the knife’s edge between the wilds and the
within they physically transform for a short time.
A shifter’s beast within is reflected by the shifter’s subrace. Four subraces are especially common:
Beasthide often signifies the
Backgrounds
Sword Coast Adventurer's Guide
Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a
few miles from where they were born.
You aren’t one of those folk.
You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are
Equipment
throughout Obojima, delivering a complex and pleasing incense that clears the mind and soothes the soul. Hakuma trees are quite common across the island, but unless you are a priest, a druid, or know the proper rituals, most Obojimans frown on taking limbs from these trees.
races
Mordenkainen Presents: Monsters of the Multiverse
Yuan-ti were originally humans who transformed themselves into serpent folk through ancient rituals. Most yuan-ti were corrupted into monsters by those rites, but some yuan-ti instead became a new
people who mix characteristics of humans and snakes.
Blessed with resistance to magical and poisonous effects by the rituals that created them, each of these yuan-ti manifests their serpentine heritage
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in
.
EXCELLENT AMBASSADORS
Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
; Elminster
The serpent creatures known as yuan-ti are all that remains of an ancient, decadent human empire. Ages ago their dark gods taught them profane, cannibalistic rituals to mix their flesh
broodguards and exceedingly rare anathemas have their place in the hierarchy as well.
All yuan-ti can interbreed. Females usually lay clutches of eggs, which are stored in a common hatchery, although
Barbarian
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.
Barbarians come alive in the chaos of combat. They can enter a
stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where barbarians are common?
What led you to take up the adventuring life? Were you lured to settled lands
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Region 4: Tamarack Stand This hilly region’s sparse trees have short, bristly needles. Forest fires and giant animals are more common in this stretch of the wilds. Stacey Allan & William Doyle Map: Tamarack Stand
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Region 4: Tamarack Stand This hilly region’s sparse trees have short, bristly needles. Forest fires and giant animals are more common in this stretch of the wilds. Stacey Allan & William Doyle Map: Tamarack Stand
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
Ogre Chitterlord When ogres first moved into the wilds of Eldraine, they encountered all manner of unfamiliar creatures: spellcasting witches, tricksy faeries, and talking beasts. Over generations
, these ogres adapted to their new environs, passing down a spellcasting tradition of their own to help their kin wreak havoc in the wilds and beyond. Nereida An ogre chitterlord exercises control over
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
Ogre Chitterlord When ogres first moved into the wilds of Eldraine, they encountered all manner of unfamiliar creatures: spellcasting witches, tricksy faeries, and talking beasts. Over generations
, these ogres adapted to their new environs, passing down a spellcasting tradition of their own to help their kin wreak havoc in the wilds and beyond. Nereida An ogre chitterlord exercises control over
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Perception 12
Languages Common plus any two languages
Challenge 0 (0 XP)
Spellcasting. The magewright’s spellcasting ability is Intelligence (spell save DC 12). To cast one of its rituals, the
spells, and magewrights cast their non-cantrip spells as rituals—even spells that can’t normally be cast in this way. Most magewright rituals take 10 minutes to perform, but certain complex rituals can
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Perception 12
Languages Common plus any two languages
Challenge 0 (0 XP)
Spellcasting. The magewright’s spellcasting ability is Intelligence (spell save DC 12). To cast one of its rituals, the
spells, and magewrights cast their non-cantrip spells as rituals—even spells that can’t normally be cast in this way. Most magewright rituals take 10 minutes to perform, but certain complex rituals can
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
meets the wilds, marking the boundary between safety (for the people of the realm) and danger. The sight of an archon overhead is a clear signal that one is entering the wilds. An archon appears as a
ascended spirits of paladins fused with the celestial spirits of their steeds, returned from the celestial realms to watch over the boundary of the wilds and protect those who dare to cross it
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
meets the wilds, marking the boundary between safety (for the people of the realm) and danger. The sight of an archon overhead is a clear signal that one is entering the wilds. An archon appears as a
ascended spirits of paladins fused with the celestial spirits of their steeds, returned from the celestial realms to watch over the boundary of the wilds and protect those who dare to cross it
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Yetis Chilling Stalkers of the Frozen Wilds Habitat: Arctic; Treasure: Any
Across alpine extremes and frozen frontiers, yetis hunt those that trespass in their territories. Reclusive and merciless
yetis are more common than sightings. Whether a distant scream is the howl of an enraged yeti or just the wind, few can be certain. Nevertheless, many mountainous settlements burn bonfires to ward off yetis, taking advantage of these brutes’ aversion to fire.
Richard Luong
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Yetis Chilling Stalkers of the Frozen Wilds Habitat: Arctic; Treasure: Any
Across alpine extremes and frozen frontiers, yetis hunt those that trespass in their territories. Reclusive and merciless
yetis are more common than sightings. Whether a distant scream is the howl of an enraged yeti or just the wind, few can be certain. Nevertheless, many mountainous settlements burn bonfires to ward off yetis, taking advantage of these brutes’ aversion to fire.
Richard Luong
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
camp yields a backpack containing a rolled-up map of Delphi Mansion. Give your players a copy of map 3.1 at this time. Accompanying the map are some scraps of paper with notes written on them in Common
performs rituals.” “A cavernous room underneath the basement contains four large crystals—purpose unknown.” “Mansion windows can be unlocked using the password ‘Krokulmar.’” Map 3.1: Players’ Map
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
camp yields a backpack containing a rolled-up map of Delphi Mansion. Give your players a copy of map 3.1 at this time. Accompanying the map are some scraps of paper with notes written on them in Common
performs rituals.” “A cavernous room underneath the basement contains four large crystals—purpose unknown.” “Mansion windows can be unlocked using the password ‘Krokulmar.’” Map 3.1: Players’ Map
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Pterafolk have 20-foot wingspans and give birth to live young. Ancient rituals once bestowed upon pterafolk the ability to assume the forms of pteranodons and wingless lizardfolk, but those rituals
)
CON
12 (+1)
INT
9 (–1)
WIS
10 (+0)
CHA
11 (+0)
Skills Perception +2, Survival +2
Senses passive Perception 12
Languages Common
Challenge 1 (200 XP)
Terror Dive
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Pterafolk have 20-foot wingspans and give birth to live young. Ancient rituals once bestowed upon pterafolk the ability to assume the forms of pteranodons and wingless lizardfolk, but those rituals
)
CON
12 (+1)
INT
9 (–1)
WIS
10 (+0)
CHA
11 (+0)
Skills Perception +2, Survival +2
Senses passive Perception 12
Languages Common
Challenge 1 (200 XP)
Terror Dive
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Talona Lady of Poison, Mistress of Disease, the Plague-crone One of the most often beseeched of Faerûn’s deities, Talona is the goddess of disease and poison, blamed for everything from common
goddess, and many are the prayers that beg her for protection from illness and poison. Various rituals to placate her involve the use of three drops of blood or three tears — to be dropped into a well that
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Talona Lady of Poison, Mistress of Disease, the Plague-crone One of the most often beseeched of Faerûn’s deities, Talona is the goddess of disease and poison, blamed for everything from common
goddess, and many are the prayers that beg her for protection from illness and poison. Various rituals to placate her involve the use of three drops of blood or three tears — to be dropped into a well that
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Scout Captain Scout captains are experienced explorers and sharpshooters. They might lead bands of other scouts or disappear into the wilds alone for months at a time. Scout Captain Medium or Small
Perception 16
Languages Common plus one other language
CR 3 (XP 700; PB +2)
Actions
Multiattack. The scout makes two attacks, using Shortsword or Longbow in any combination.
Shortsword. Melee
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Scout Captain Scout captains are experienced explorers and sharpshooters. They might lead bands of other scouts or disappear into the wilds alone for months at a time. Scout Captain Medium or Small
Perception 16
Languages Common plus one other language
CR 3 (XP 700; PB +2)
Actions
Multiattack. The scout makes two attacks, using Shortsword or Longbow in any combination.
Shortsword. Melee
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Bugbear Warrior Lurking Goblinoid Brute Bugbears embody fear of the wilds and the menace of natural places. They’re notoriously stealthy, and foes that venture into their territories often vanish
Darkvision 60 ft.; Passive Perception 10
Languages Common, Goblin
CR 1 (XP 200; PB +2)
Traits
Abduct. The bugbear needn’t spend extra movement to move a creature it is grappling.
Actions
Grab
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Bugbear Warrior Lurking Goblinoid Brute Bugbears embody fear of the wilds and the menace of natural places. They’re notoriously stealthy, and foes that venture into their territories often vanish
Darkvision 60 ft.; Passive Perception 10
Languages Common, Goblin
CR 1 (XP 200; PB +2)
Traits
Abduct. The bugbear needn’t spend extra movement to move a creature it is grappling.
Actions
Grab
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent